Java Code Examples for com.jme3.material.Material#setParam()
The following examples show how to use
com.jme3.material.Material#setParam() .
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Example 1
Source File: MaterialPropertyBuilder.java From jmonkeybuilder with Apache License 2.0 | 5 votes |
/** * Apply changes for the material parameter. * * @param param the parameter. * @param material the material. * @param newValue the new value. */ @FxThread protected void applyParam(@NotNull MatParam param, @NotNull Material material, @Nullable Object newValue) { if (newValue == null) { material.clearParam(param.getName()); } else { material.setParam(param.getName(), param.getVarType(), newValue); } }
Example 2
Source File: MaterialDebugAppState.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
public Material reloadMaterial(Material mat) { //clear the entire cache, there might be more clever things to do, like clearing only the matdef, and the associated shaders. assetManager.clearCache(); //creating a dummy mat with the mat def of the mat to reload // Force the reloading of the asset, otherwise the new shader code will not be applied. Material dummy = new Material(assetManager, mat.getMaterialDef().getAssetName()); for (MatParam matParam : mat.getParams()) { dummy.setParam(matParam.getName(), matParam.getVarType(), matParam.getValue()); } dummy.getAdditionalRenderState().set(mat.getAdditionalRenderState()); //creating a dummy geom and assigning the dummy material to it Geometry dummyGeom = new Geometry("dummyGeom", new Box(1f, 1f, 1f)); dummyGeom.setMaterial(dummy); try { //preloading the dummyGeom, this call will compile the shader again renderManager.preloadScene(dummyGeom); } catch (RendererException e) { //compilation error, the shader code will be output to the console //the following code will output the error //System.err.println(e.getMessage()); Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.SEVERE, e.getMessage()); return null; } Logger.getLogger(MaterialDebugAppState.class.getName()).log(Level.INFO, "Material succesfully reloaded"); //System.out.println("Material succesfully reloaded"); return dummy; }
Example 3
Source File: SSAOFilter.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { this.renderManager = renderManager; this.viewPort = vp; int screenWidth = w; int screenHeight = h; postRenderPasses = new ArrayList<Pass>(); normalPass = new Pass(); normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth); frustumNearFar = new Vector2f(); float farY = (vp.getCamera().getFrustumTop() / vp.getCamera().getFrustumNear()) * vp.getCamera().getFrustumFar(); float farX = farY * (screenWidth / (float) screenHeight); frustumCorner = new Vector3f(farX, farY, vp.getCamera().getFrustumFar()); frustumNearFar.x = vp.getCamera().getFrustumNear(); frustumNearFar.y = vp.getCamera().getFrustumFar(); //ssao Pass ssaoMat = new Material(manager, "Common/MatDefs/SSAO/ssao.j3md"); ssaoMat.setTexture("Normals", normalPass.getRenderedTexture()); Texture random = manager.loadTexture("Common/MatDefs/SSAO/Textures/random.png"); random.setWrap(Texture.WrapMode.Repeat); ssaoMat.setTexture("RandomMap", random); ssaoPass = new Pass("SSAO pass") { @Override public boolean requiresDepthAsTexture() { return true; } }; ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat); // ssaoPass.getRenderedTexture().setMinFilter(Texture.MinFilter.Trilinear); // ssaoPass.getRenderedTexture().setMagFilter(Texture.MagFilter.Bilinear); postRenderPasses.add(ssaoPass); material = new Material(manager, "Common/MatDefs/SSAO/ssaoBlur.j3md"); material.setTexture("SSAOMap", ssaoPass.getRenderedTexture()); ssaoMat.setVector3("FrustumCorner", frustumCorner); ssaoMat.setFloat("SampleRadius", sampleRadius); ssaoMat.setFloat("Intensity", intensity); ssaoMat.setFloat("Scale", scale); ssaoMat.setFloat("Bias", bias); material.setBoolean("UseAo", useAo); material.setBoolean("UseOnlyAo", useOnlyAo); ssaoMat.setVector2("FrustumNearFar", frustumNearFar); material.setVector2("FrustumNearFar", frustumNearFar); ssaoMat.setParam("Samples", VarType.Vector2Array, samples); ssaoMat.setBoolean("ApproximateNormals", approximateNormals); float xScale = 1.0f / w; float yScale = 1.0f / h; float blurScale = 2f; material.setFloat("XScale", blurScale * xScale); material.setFloat("YScale", blurScale * yScale); }
Example 4
Source File: SkeletonControl.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
private void controlRenderHardware() { offsetMatrices = skeleton.computeSkinningMatrices(); for (Material m : materials) { m.setParam("BoneMatrices", VarType.Matrix4Array, offsetMatrices); } }
Example 5
Source File: SSAOFilter.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { this.renderManager = renderManager; this.viewPort = vp; int screenWidth = w; int screenHeight = h; postRenderPasses = new ArrayList<Pass>(); normalPass = new Pass(); normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth); frustumNearFar = new Vector2f(); float farY = (vp.getCamera().getFrustumTop() / vp.getCamera().getFrustumNear()) * vp.getCamera().getFrustumFar(); float farX = farY * ((float) screenWidth / (float) screenHeight); frustumCorner = new Vector3f(farX, farY, vp.getCamera().getFrustumFar()); frustumNearFar.x = vp.getCamera().getFrustumNear(); frustumNearFar.y = vp.getCamera().getFrustumFar(); //ssao Pass ssaoMat = new Material(manager, "Common/MatDefs/SSAO/ssao.j3md"); ssaoMat.setTexture("Normals", normalPass.getRenderedTexture()); Texture random = manager.loadTexture("Common/MatDefs/SSAO/Textures/random.png"); random.setWrap(Texture.WrapMode.Repeat); ssaoMat.setTexture("RandomMap", random); ssaoPass = new Pass() { @Override public boolean requiresDepthAsTexture() { return true; } }; ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat); ssaoPass.getRenderedTexture().setMinFilter(Texture.MinFilter.Trilinear); ssaoPass.getRenderedTexture().setMagFilter(Texture.MagFilter.Bilinear); postRenderPasses.add(ssaoPass); material = new Material(manager, "Common/MatDefs/SSAO/ssaoBlur.j3md"); material.setTexture("SSAOMap", ssaoPass.getRenderedTexture()); ssaoMat.setVector3("FrustumCorner", frustumCorner); ssaoMat.setFloat("SampleRadius", sampleRadius); ssaoMat.setFloat("Intensity", intensity); ssaoMat.setFloat("Scale", scale); ssaoMat.setFloat("Bias", bias); material.setBoolean("UseAo", useAo); material.setBoolean("UseOnlyAo", useOnlyAo); ssaoMat.setVector2("FrustumNearFar", frustumNearFar); material.setVector2("FrustumNearFar", frustumNearFar); ssaoMat.setParam("Samples", VarType.Vector2Array, samples); float xScale = 1.0f / w; float yScale = 1.0f / h; float blurScale = 2f; material.setFloat("XScale", blurScale * xScale); material.setFloat("YScale", blurScale * yScale); }